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International Journal of Software Engineering & Computer Sciences (IJSECS) ISSN: 2289-8522 ,Volume 1, pp. 41-53, February 2015 ©Universiti Malaysia Pahang DOI: http://dx.doi.org/10.15282/ijsecs.1.2015.4.0004 41 GREENVEC GAME FOR SKIN CONDUCTIVITY LEVEL (SCL) BIOFEEDBACK PERFORMANCE SIMULATOR USING GALVANIC SKIN RESPONSE (GSR) SENSOR A.Noraziah 1 , Muhd Azrulnizam Suna Abdullah 1 , Nurzety Aqtar 1 , MohammedAdam Ibrahim Fakhreldin 1 and Muhammad Nubli Abd Wahab 2 1 Faculty of Computer Systems & Software Engineering, Universiti Malaysia Pahang, 26300 Gambang, Pahang, Malaysia 2 Center of Modern Language and Human Sciences, Universiti Malaysia Pahang, LebuhrayaTunRazak, 26300 Gambang, Kuantan, Pahang, Malaysia Email: [email protected] ABSTRACT The increasing fame of biofeedback game has brought convenience to human life. More and more people rely on biofeedback game as an alternative medical treatment to overcome their stress problems. GreenVec Biofeedback Game (GVBG) is a biofeedback game-based application that able to measure the skin conductivity of the player with an integration of Galvanic Skin Response (GSR) sensor. The measurement of the skin conductivity is crucial as an indicator for human meditation improvement in terms of stress control. In addition, GVBG spread awareness on global green technology issues, specifically about the Electric Vehicles (EV) topics to all users throughout the game process. The measured Skin Conductivity Level (SCL) corresponds to the player’s awareness of the green EV through the GVBG Simulator. Furthermore, GVBGsimulates the biofeedback performance through the measured SCL. It creates a short report on the player’s SCL based on the GSR sensor data and the game results at the end of the game session. From the results, the awareness on the EV is high when the SCL is high, whereas the awareness on the EV is low when the SCL is low. Therefore, GVBG Simulator helps users to train accordingly in order to reduce stress while at the same time gain awareness on the green technology issues with EV. Keywords: GVBG; electric vehicles; GSR sensor; SCL, biofeedback simulator. INTRODUCTION Biofeedback has developed rapidly as an alternative medical treatment since it was discovered by researchers, meditators, and healthcare clinicians in the 1960s. The biofeedback terminology comes from two different root words; Bio and Feedback. Bio means life while feedback denotes giving back. Thus, biofeedback is the process of feeding back information about life responses. The Association for Applied Psychophysiology and Biofeedback (AAPB) and the International Society for Neurofeedback and Research (ISNR) defined biofeedback as “a process that enables an individual to learn how to change physiological activity for the purposes of improving health and performance”(AAPB, 2008, “What is Biofeedback,” para.2). Biofeedback focuses on the control of diversity of bodily processes. Few common forms of biofeedback sensors are galvanic skin response (GSR), pulse sensors, temperature

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Page 1: GREENVEC GAME FOR SKIN CONDUCTIVITY LEVEL (SCL) …ijsecs.ump.edu.my/images/archive/vol1/04Noraziah_IJSECS.pdf · INTRODUCTION Biofeedback has developed rapidly as an alternative

International Journal of Software Engineering & Computer Sciences (IJSECS)

ISSN: 2289-8522 ,Volume 1, pp. 41-53, February 2015

©Universiti Malaysia Pahang

DOI: http://dx.doi.org/10.15282/ijsecs.1.2015.4.0004

41

GREENVEC GAME FOR SKIN CONDUCTIVITY LEVEL (SCL)

BIOFEEDBACK PERFORMANCE SIMULATOR USING GALVANIC SKIN

RESPONSE (GSR) SENSOR

A.Noraziah1, Muhd Azrulnizam Suna Abdullah1, Nurzety Aqtar1,

MohammedAdam Ibrahim Fakhreldin1 and Muhammad Nubli Abd Wahab2

1Faculty of Computer Systems & Software Engineering, Universiti Malaysia Pahang,

26300 Gambang, Pahang, Malaysia 2Center of Modern Language and Human Sciences,

Universiti Malaysia Pahang, LebuhrayaTunRazak, 26300 Gambang, Kuantan, Pahang,

Malaysia

Email: [email protected]

ABSTRACT

The increasing fame of biofeedback game has brought convenience to human life. More

and more people rely on biofeedback game as an alternative medical treatment to

overcome their stress problems. GreenVec Biofeedback Game (GVBG) is a

biofeedback game-based application that able to measure the skin conductivity of the

player with an integration of Galvanic Skin Response (GSR) sensor. The measurement

of the skin conductivity is crucial as an indicator for human meditation improvement in

terms of stress control. In addition, GVBG spread awareness on global green

technology issues, specifically about the Electric Vehicles (EV) topics to all users

throughout the game process. The measured Skin Conductivity Level (SCL)

corresponds to the player’s awareness of the green EV through the GVBG Simulator.

Furthermore, GVBGsimulates the biofeedback performance through the measured SCL.

It creates a short report on the player’s SCL based on the GSR sensor data and the game

results at the end of the game session. From the results, the awareness on the EV is high

when the SCL is high, whereas the awareness on the EV is low when the SCL is low.

Therefore, GVBG Simulator helps users to train accordingly in order to reduce stress

while at the same time gain awareness on the green technology issues with EV.

Keywords: GVBG; electric vehicles; GSR sensor; SCL, biofeedback simulator.

INTRODUCTION

Biofeedback has developed rapidly as an alternative medical treatment since it was

discovered by researchers, meditators, and healthcare clinicians in the 1960s. The

biofeedback terminology comes from two different root words; Bio and Feedback. Bio

means life while feedback denotes giving back. Thus, biofeedback is the process of

feeding back information about life responses. The Association for Applied

Psychophysiology and Biofeedback (AAPB) and the International Society for

Neurofeedback and Research (ISNR) defined biofeedback as “a process that enables an

individual to learn how to change physiological activity for the purposes of improving

health and performance”(AAPB, 2008, “What is Biofeedback,” para.2). Biofeedback

focuses on the control of diversity of bodily processes. Few common forms of

biofeedback sensors are galvanic skin response (GSR), pulse sensors, temperature

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42

sensors and many more. By becoming aware of the ambiguous changes of the body, we

can learn methods to control them and able to improve one’s health. Nowadays,

biofeedback game is highly demanded as an alternative cure to treat stress-related

problems. In parallel with that, focus-training game is a game that emphasizes on the

focus level of the players. Green technology is a long-term solution which resolves problems in many

aspects of life, including public transportation, reduces the dependency on petroleum

and diesel in the country, lowering the amount of carbon emitted daily, free Malaysia

from the problematic fuel subsidy issues and eventually saves the world from a worsen

climate change (“Green Technology: Accelerating a sustainable transportation system,"

2012). More importantly, Electric Vehicles (EVs) technology is part of the alternative of

this green solution. EVs are propelled by an electrically operated motor powered by

rechargeable battery packs. In other parts of the countries, demands for electric powered

vehicles are increasing. For example, in Chicago, electrically operated garbage trucks

are built by electric bus manufacturer called, Motive Power System to collect the

garbage’s in a garbage route provided. Another example can be seen in South Korea,

where The Korea Advanced Institute of Science and Technology (KAIST),developed

Online Electric Vehicles (OLEV) platform; an electric bus which plies a 15-mile route

up to 10 times a day. In Malaysia, exposure is important to spread awareness on the

right green technology concept, especially on the existence of EVs technology in their

living environment. Only minorities of Malaysian are fully exposed to this newly

introduced technology and its benefits towards a better future. With strong society in

Malaysia, biofeedback game is reflected to many new generations (Biofeedback Lab,

2011). Due to its popularity, biofeedback game fits the purpose as a medium to expose

the right EVs concept among the Malaysian. Besides that, the biofeedback game also

teaches player proper relaxation practices throughout the game process and

consequently, improves their meditation techniques as a whole. Biofeedback may still

consider “high-technology” therapy that may be used to engender a relaxation response,

thus treating the stress response itself (H,Eva, 2011).

GreenVec Biofeedback Game (GVBG) is a biofeedback game which integrates

Galvanic Skin Response (GSR) sensor in its game. The game is based on the theme

around University Malaysia Pahang. The player controls an electric car in a virtual track

environment of University Malaysia Pahang. In this game, the player controls an

electric car in a virtual track environment of University Malaysia Pahang. Player is

required to avoid obstacles while moving approaching the end of the map. The car’s life

depends on its battery power, which is decreasing while moving. The faster the car

speeds, the more battery power will be consumed. Player is required to collect the

electric power in a form of a battery along their journey to maintain the car’s life’s span.

The GSR sensor functions to measure human skin conductivity and provides an

indication of changes in individual Sympathetic Nervous System (SNS) (Shi et al.,

2007). Data collected through the skin conductance will be analyzed and be presented in

a simple report at the end of the game. The report corresponds with the player’s

performance throughout the game.

This paper is organized as followed, Section 2 review the biofeedback manual

system, existing systems and sensor technology. Section 3 elaborates the methodology

of GVBG development. Section 4 presents the implementation of GVBG. Section 5

discusses the results. Finally, conclusions are presented in Section 5.

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RELATED WORKS

MANUAL SYSTEM

In a typical biofeedback session, a patient will be accompanied by a Biofeedback

Therapist. The therapist usually approaches patient in a two-way conversation. The

Biofeedback Therapist will require the patient to answer few questions related to

theirlivesbackground. Occasionally, he or she helps the patient to remember things that

the patient may have forgotten or understand patient’s experiences in important new

ways. At times, a patient may also be given a “paper and pencil” test to get additional

helpful information. Then, the client settles in a comfortable recliner while the therapist

begins cleaning patient’s skin withexfoliate and alcohol. Next, the therapist guides

patient through instructions by listening to their body’s feedback (“Exactly what

happens during the first Smarter Way Biofeedback Therapy Session?” 2012).

Another type of biofeedback session is where patients are attached with several

electrical sensors by the therapist. These sensors functionedbymonitoringthe

physiological state such as brain waves, skin temperature, muscle tension or heart rate

variability of the patient. To observe changes in these physiological states, several

techniques areincluded such as Electromyography (EMG) biofeedback thatspecifies

information about body’s muscles, Temperature (thermal) biofeedback which measure

skin temperature, Galvanic Skin Response Training helpsto compute the sweat glands

activity, and hears rate variability biofeedback which assistin controlling heart rate

(“Biofeedback; What can you expect", 2010).

EXISTING SYSTEMS

Journey to Wild Divine, Relax to Win Game, Mind Balance Game, and emWave

Desktop Stress Relief System are the current existing biofeedback games. Journey to

Wild Divine is a biofeedback video game system promoting stress management and

overall wellness through meditation, relaxation exercises, and mindfulness training.

Founded by Kurt R. Smith and Corwin Bell in 2001, The Journey to Wild Divine is

widely spread and highly rated as the world’s best computer program for stress relief

and stressed related health issues. On top of its biofeedback method as an alternative

healthcare, this system also have a unique game concept , where players are allowed to

use thoughts, emotions, and breathing to complete the mind and body training events

(Wild Divine Inc, 2012).

Relax to Win game is a game developed by MIT Media Lab in the US

(MarjaanaLehtinen, 2012). It is a game in a form of a race between two dragons. The

Relax to Win, implements a competitive game structure where two players have to relax

to determine the speed of the dragon. In a race against stress, the winner is the player

who manages to relax the most during the course of the game (“Relax to Win – A New

Game for Mobile Phone”, 2006). Competitive games usually bringplayers to a certain

level of increased tension, but in Relax to Win, player must discover to override this

tendency, learn not only to relax, but to relax in a stressful environment (“Relax to Win

– A New Game for Mobile Phone”, 2006). The game takes place in a virtual 3D world

set aboard a starship in space. The environment is designed to immerse the player and

attract their attention to make the feedback process is more effective (“Video Games to

Help You Relax”, 2002). This is due to a fact that people’s focus and adaptability level

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varieswith each other, thus an impressive environment is designedto effectivelyaffect

player’s attention.

Mind Balance was the first application developed by the MindGames group as

part of ambitious collaboration with researchers at University College Dublin to

implement new brain-computer control interfaces. The game concept is easy where a

participant must assist a tightrope-walking behemoth known as the Mawg, by helping

him balance as he totters across a cosmic tightrope (‘Mind Balance”). There is no

joystick, any mouse and not even a camera, but only a cap that non-invasively measures

signals from the back of the head (“Mind Balance”). The cap which known as The

Cerebus hardware device used for the game relies on an electroencephalogram (EEG)

metric and the wireless technology Bluetooth to create a control mechanism. Instead of

measuring the ratio between alpha and beta waves, The Cerebus monitors the occipital

lobes at the back of the head to detect artifacts from the electrical signals produced by

the brain’s visual processing (“Cross-Country Olympic Mind Games”). Figure 1 shows

the feedback loop of Mind Balance Game.

Figure 1. The feedback loop of Mind Balance Game

The emWave Desktop Stress Relief System is a scientifically validated

software/hardware system that collects pulse data through an ear or finger sensor which

plugs into your computer. Currently, this biofeedback instrument had been used and

available at Biofeedback Lab at Gambang Campus, University Malaysia Pahang

(UMP). The system translates the information from user heart rhythms into interactive

graphics displayed on your monitor screen (IP Home LLC, 2011). The gameapproach

offers four challenges level to help user sharpen their coherence building skills.

Additionally, the system incorporates an accumulated coherence scoring display so you

can track your progress during a session and save and review their sessions over time

(Tools for Wellness, 2012). Basically, the emWave Desktop system determines the

degree of coherence found in user’s heart rhythm patterns and displays changes in real

time. When stressed, user’s heart rhythms will produce an incoherent pattern and vice

versa. All of these changes of heart’s rhythms patterns are displayed on the user’s

computer screen. By knowing the visual change on the screen and associating it with a

more peaceful, calm internal state, user will be able to manage stress and maintain a

state of physiological coherence and balance (IP Home LLC, 2011). Figure 2 shows the

comparison of heart’s rhythms pattern in a contrast coherence state.

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GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin

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Figure 2. Comparison of Heart's Rhythms Patterns with emWave Desktop Stress Relief

System

SENSOR TECHNOLOGY

Sensor is a device that detects and responds to some type of input from the physical

environment. The specific input could be light, heat, motion, moisture, pressure, or any

one of a great of other environmental phenomena. The output is generally a signal that

is converted to human-readable display at the sensor location or transmitted

electronically over a network for reading or further processing (W. Ivy, 2012).

Skin conductance or also known as Galvanic Skin Response (GSR) is one of the

several electro dermal responses (EDRs). EDR changes in the electrical properties of a

person’s skin caused by an interaction between environmental events and the

individual’s psychological state (“The Galvanic Skin Response (GSR) and emotion”).

The skin conductivity startles response is one of the most robust and well-studied

physiologic responses (H. Jennifer, 1999) because skin conductance reflects more than

one physiologic process due to its properties that change on the relatively short time

scale of seconds. Skin conductance serves as indicators of processes as attention,

habituation, arousal and cognitive effort in many different subdomains of psychology

and related disciplines (Figner. B & Murphy, R.O). Basically, skin conductance can be

divided into two types; tonic and phasic skin conductance. Tonic skin conductance is

the baseline level of skin conductance, in the absence of any particular discrete

environmental event, and is generally referred to as Skin Conductance Level (SCL).

Tonic skin conductance levels vary over time in individuals depending on his or her

psychological state and autonomic regulation (“The Galvanic Skin Response (GSR) and

emotion”). Another type of skin conductance is Phasic skin conductance, which changes

when the events take place. Discrete environmental stimuli will evoke time-related

changes in skin conductance. These are generally referred as Skin Conductance

Responses (SCRs) (“The Galvanic Skin Response (GSR) and emotion”).

Commonly, skin conductance reactivity is monitored using the feedback

instrument such as Galvanic Skin Response (GSR) sensors. GSR sensor has two built in

electrodes, which will automatically send the small electric andpass it through the body

of the test subject to measure conductivity. The GSR reflects sweat gland activity and

changes in the sympathetic nervous system and measurement variables. The

measurement is taken from the subject’s fingertips, where changes are monitored in the

relative conductance of small electrical flow between the electrodes. The activity of the

sweat glands in response to sympathetic nervous simulation (increased sympathetic

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activation) results to an increase in the level of conductance. There is a relationship

between sympathetic activity and emotional arousal, although one cannot identify the

specific emotion being elicited (F.D. George, 1977). While it is well correlated with

emotional events in studies, the skin conductance response is still not entirely

predictable.

Figure 3. A GSR Sensor

Figure 3 shows the Galvanic Skin Response (GSR) Sensor to measure the skin

conductivity level of a person. The measurement is based on the amount of current that

can pass through our body. The GSR sensor shows how easy (conductance) or how

difficult (resistance) it is for the current to pass through our body, and this is based on

Ohm’s Law. Ohm’s Law states that the electric current flowing through a conductor is

always proportional to the applied potential difference to it (voltage) but indirectly

proportional to resistance value (Basic Electronics, 2011).

METHODOLOGY

During the development, Spiral Methodology is applied for smoother and clearer

development processes. Figure 4 shows the Spiral Model as a whole. The Spiral

Methodology involves iteration processes, which starts at a center of the spiral and

continuously loop until customer’s requirements are satisfied. There are six phases exist

in the Spiral Methodology starting from Customer Communication, Planning, Risk

Analysis, Engineering, Construction and Release, and lastly Customer Evaluation(W, B,

Barry. 2003).

Figure 4. Spiral Methodology

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Spiral Methodology is an iterative life cycle model which is suitable for large,

expensive, and complicated models. Although, Integrated GreenVec Biofeedback Game

(IGVBG) using GSR sensor is not a large or expensive system yet it is truly

complicated in its development processes. Plus, the integration of this biofeedback

game with the external device which is the Galvanic Skin Response (GSR) sensor

makes it to be more complex for data analysis and design phases.

For GVBG, repetitive validation and verification from the customer is essential

to get accurate requirements during the design and data analysis phases. Inaccurate data

gathered may affect the product’s functionality critically. Besides that, Spiral

Methodology is also capable inidentifying potential risk areas at the early stage of the

processes. It has built-in critical features for risk mitigation and clarifying requirements.

Risks are known as a main factor for high product costing. For GVBG, this is truly

helpful because if the risk is accessed regularly, hence better planning can be made, and

more cost can be saved. Without repetitive and risk mitigation features, the project

development has higher possibility in costing by the end of the project.

The initial phase which is customer communication involves data collection of

user requirement. This is usually done in a two-way conversation with the customer to

discuss on the user requirements for the project development. This is a fundamental step

of getting the accurate requirements to build the precise product for the customer. In this

phase, close interview session was carried out with Assoc. Prof. Dr. Nubli, one of the

biofeedback researchers in University Malaysia Pahang.

The second phase which is planning phase was done where all the needed

resources are allocated, the milestones are well-planned, existing documentation has

been done; objectives and constraints are determined, and others relevant information

for a better understanding of GVBG using sensor are collected.

Figure 5 shows overall system flow design of GVBG.Before player enters the

game, the GSR sensor must be connected to the player. The game starts when the player

enters the Integrated GreenVec Biofeedback Games using GSR sensor. Firstly, the

introduction video will be displayed at the beginning of the game. Then, player will be

redirected to the home menu. Here, few options are available; player may choose to

either access tutorial, access help menu or play the game. In tutorial site, player will be

demonstrated with proper way of playing the game. Player will also be guided on how

to achieve the game’s goal. While in the help menu site only shows the keys for the

GVBG game. When player enters the play game site, player will be redirected to the

game environment. Here, all the game’s score is kept into a database. A simple GSR

raw data graph result is shown at the Relax Trace Program. Lastly, the GVBG using

GSR sensor ends once player exit from the game.

IMPLEMENTATION

This section presents the implementation of GVBG. The following table lists the

hardware requirements for the GVBG using GSR sensor development environment. The

hardware requirements are divided into two separate categories, customer and

developer’s hardware requirements. The hardware requirements for GVBG using GSR

sensor development are listed as followed:

A) For personal computer or notebook, the minimum hardware specifications are

listed as below:

(a) At least 1.60 GHz of Central Processing Unit (CPU)

(b) At least 512 MB of Random Access Memory (RAM)

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(c) At least 256-color, minimal resolution 800 x600 display

(d) At least 5400 RPM hard disk

(e) Sound system with microphone input jack

(f) DVD-ROM with CD burner drive

(g) Universal Serial Bus (USB) port

(h) Built in Basic Graphics of 64 MB that supports DirectX

B) For developer’s desktop computer or notebook, the minimum hardware

specifications are listed as below:

(a) At least 2.5 GHz of Central Processing Unit (CPU)

(b) 64 bit of performance, 1024 x 768 resolution

(c) Sound system with microphone input jack

(d) At least 2048MB of RAM DDR3

(e) DVD-ROM with Multi Recorder

(f) Universal Serial Bus (USB) Port

Figure 5. Main Menu of GVBG

The game interfaces are one of the essential elements of any game development, where

it gives the initial impression of the game as a whole. The game interface should be

attractive, simple, consistent and relevant with GVBG. Figure 5 shows the main

interface of the game. When the player chooses to play the game, the user will be

redirected to How to Play the Game as shown in Figure 6. This process only happens

for first time user. For the second game and third game, player will be redirected

straight to game area. In GVBG, database is vital to keep track of player’s SCL

biofeedback performance throughout the game session. Each of the players has unique

profile, which was created by Biofeedback Trainer in command before the game started.

GVBG database allows addition of new player. Each of players is also given their own

web account for the game. Figure 7 shows the home page of the game database

interfaces. Figure 8 shows the user profile of the player that consists of five sections.

This section is compulsory if the minimum value from the EDR Trace from Relax Trace

Application is positive and less than the baseline value. The third section is functioning

as the Game Score Section where all the vital values; minimum values, maximum

values, and baseline values from Relax Trace Application are collected. The fourth is

the Graph Result Section.

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Figure 6. How to Play Section

Figure 7. Homepage for GVBG database interface

This is the section that allows users to upload their graph’s result, which was obtained

from the Relax Trace Application. There are three graph results, and each of these graph

results comes with their respective game score, which can be obtained from the

exported Relax Trace Application data also. The fifth section is the most important

section to generate the report summary of player’s biofeedback performance. This

section involves data analysis from all three game results and compiles them in into one

simple report summary.

Figure 9 shows the EDR Trace detected using Relax Trace Application. The data

was acquired when the players’ two fingers in contact to the GSR device attached with

the laptop. This EDR Trace will give an output for three values; minimum value,

maximum value and baseline value. Minimum and maximum value is obtained from the

raw signal data exported from the EDR Trace result while baseline value is the initial

value of the EDR Trace in the graph when the button “Start Training” was clicked.

Baseline value is unique for each player. For first-time user, it is compulsory to get the

baseline value first before proceed with the real training session.

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Figure 8. User Profile Page

Figure 9. EDR Traces detected using Relax Trace Application

RESULT AND DISCUSSION

The results of SCL raw data was retrieved from Relax Trace application. Table 2-4

shows example results from GVBG Simulator.

Table 2. Awareness Level of EVs is high based on SCL of the Player

SCL Data/Game Level Game 1 Game 2 Game 3

Minimum Value 1204 (m) 4570 (m) 10341(m)

Maximum Value 7556 (m) 9860(m) 11057(m)

Awareness Level of EVs High

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Table 3. Awareness Level EVs is low based on SCL of the Player

SCL Data/Game Level Game 1 Game 2 Game 3

Minimum Value -6307(m) -3025(m) 6884(m)

Maximum Value 5083(m) 2450(m) 7268(m)

Awareness Level of EVs Low

Table 4. Awareness Level EVs is balance based on SCL of the Player

SCL Data/Game Level Game 1 Game 2 Game 3

Minimum Value -6000(m) -6000(m) -6000(m)

Maximum Value 6000(m) 6000(m) 6000(m)

Awareness Level of EVs Balance

Amplitude is measure in meter (m). Below are the summarizations of the analysis for

GSR data:

1. Amplitude f SCL is increased when the awareness of electric vehicles issues is high.

2. Amplitudeof SCL is decreased when the awareness of vehicles issues is low.

3. Amplitude of SCL is increased and decreased with balance when the awareness on

vehicles issues is balanced.

Figure 12. The Galvanic Skin Response (GSR) Meter Psycho-analytical research

GVBG using GSR Sensor has met all the objective of this project, which are:

1. To develop prototype of green vehicles biofeedback games using Galvanic Skin

Response in order to give awareness about the Electric Vehicles (EVs) concept

to the player

2. To measure the player’s skin conductivity through this biofeedback game

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3. To generate a summary of the player’s skin conductivity via this biofeedback

game

CONCLUSIONS

GreenVec Biofeedback Game (GVBG) is software that put biofeedback technology and

green technology together. The main intention behind this amalgamation is to bring

awareness on Green Electric Vehicles (EVs) technology to Malaysian. Currently,

knowledge on green technology particularly, Green Electric Vehicles among Malaysian

citizen is considerably low and some of them even have misconception towards this

environmental friendly technology. Thus, putting these two technologies together may

be the best approach in promoting it. Mechanically, GVBG is integrated with the

Galvanic Skin Response (GSR) sensor to measure the skin conductivity level of the

player. This specific approach is implemented in order to discover the psychological

phase of the player through biofeedback method. In addition, exposure to green vehicles

concept is emphasized in the game with an objective that it could bring awareness to the

player and could lessen the fuel consumption of a vehicles in the future. On top of that,

SCL performance of each player is documented so that it can assist player in improving

their psychological state into a better one. For future work, this SCL data can assist

biofeedback researcher to further expand or create new method on how to cope with

variety of psychological problems in today’s society. The GVBG using GSR sensor is

hoped to be a medium for pre-education knowledge exposure about the importance of

Electric Vehicles (EVs) apart from being a newly meditation techniques for a better

future in our society.

ACKNOWLEDGEMENTS

Appreciation conveyed to Ministry of Higher Education Malaysia for project financing

under Fundamental Research Grant Scheme, RDU120119.

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